397 Codepen

Жидкий текст при наведении

При hover на текст его фон становится текучим, как жидкость.

HTML

Текст в виде SVG
<div class="mask">
    <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1040 205.1" style="enable-background:new 0 0 1040 205.1;" xml:space="preserve">
        <style type="text/css">
          .st0 {
            fill-rule: evenodd;
            clip-rule: evenodd;
          }
        </style>
        <g>
          <g>
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              class="st0"
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</div>

SCSS

body {
    position: fixed;
    height: 100%;
  overflow: hidden;
}

canvas {
    position: absolute;
    width: 100%;
    height: 100vh;
    top: 0;
    left: 0;
}

.mask {
    position: absolute;
    z-index: 2;
    background: white;
    height: 100vh;
    width: 100vw;
    mix-blend-mode: screen;
    /* display: none; */
}

svg {
    width: 90%;
    position: absolute;
    top: 50%;
    left: 50%;
    transform: translate(-50%, -50%);
}

JS

var vertex = `
        attribute vec2 uv;
        attribute vec2 position;
        varying vec2 vUv;
        void main() {
                vUv = uv;
                gl_Position = vec4(position, 0, 1);
        }
`;
var fragment = `
        precision highp float;
        precision highp int;
        uniform sampler2D tWater;
        uniform sampler2D tFlow;
        uniform float uTime;
        varying vec2 vUv;
        uniform vec4 res;
        uniform vec2 img;

        vec2 centeredAspectRatio(vec2 uvs, vec2 factor){
                return uvs * factor - factor /2. + 0.5;
        }

        void main() {

            // R and G values are velocity in the x and y direction
            // B value is the velocity length
            vec3 flow = texture2D(tFlow, vUv).rgb;

            vec2 uv = .5 * gl_FragCoord.xy / res.xy ;

            // vec2 uv = .5 * gl_FragCoord.xy / res.xy ;
            vec2 myUV = (uv - vec2(0.5))*res.zw + vec2(0.5);
            myUV -= flow.xy * (0.15 * 1.2);

            vec2 myUV2 = (uv - vec2(0.5))*res.zw + vec2(0.5);
            myUV2 -= flow.xy * (0.125 * 1.2);

            vec2 myUV3 = (uv - vec2(0.5))*res.zw + vec2(0.5);
            myUV3 -= flow.xy * (0.10 * 1.4);

            vec3 tex = texture2D(tWater, myUV).rgb;
            vec3 tex2 = texture2D(tWater, myUV2).rgb;
            vec3 tex3 = texture2D(tWater, myUV3).rgb;

            gl_FragColor = vec4(tex.r, tex2.g, tex3.b, 1.0);
        }
`;
{
    var _size = [2048, 1638];
    var renderer = new ogl.Renderer({ dpr: 2 });
    var gl = renderer.gl;
    document.body.appendChild(gl.canvas);

    // Variable inputs to control flowmap
    var aspect = 1;
    var mouse = new ogl.Vec2(-1);
    var velocity = new ogl.Vec2();
    function resize() {
        gl.canvas.width = window.innerWidth * 2.0;
        gl.canvas.height = window.innerHeight * 2.0;
        gl.canvas.style.width = window.innerWidth + "px";
        gl.canvas.style.height = window.innerHeight + "px";

        var a1, a2;
        var imageAspect = _size[1] / _size[0];
        if (window.innerHeight / window.innerWidth < imageAspect) {
            a1 = 1;
            a2 = window.innerHeight / window.innerWidth / imageAspect;
        } else {
            a1 = window.innerWidth / window.innerHeight * imageAspect;
            a2 = 1;
        }
        mesh.program.uniforms.res.value = new ogl.Vec4(
            window.innerWidth,
            window.innerHeight,
            a1,
            a2
        );

        renderer.setSize(window.innerWidth, window.innerHeight);
        aspect = window.innerWidth / window.innerHeight;
    }
    var flowmap = new ogl.Flowmap(gl, {
        falloff: 0.3,
        dissipation: 0.92,
        alpha: 0.5
    });
    // Triangle that includes -1 to 1 range for 'position', and 0 to 1 range for 'uv'.
    var geometry = new ogl.Geometry(gl, {
        position: {
            size: 2,
            dаta: new Float32Array([-1, -1, 3, -1, -1, 3])
        },
        uv: { size: 2, dаta: new Float32Array([0, 0, 2, 0, 0, 2]) }
    });
    var texture = new ogl.Texture(gl, {
        minFilter: gl.LINEAR,
        magFilter: gl.LINEAR
    });
    var img = new Image();
    img.onload = () => (texture.image = img);
    img.crossOrigin = "Anonymous";
    img.src = "https://images.unsplash.com/photo-1485778282426-7d501b522bb4?ixlib=rb-1.2.1&q=85&fm=jpg&crop=entropy&cs=srgb&ixid=eyJhcHBfaWQiOjE0NTg5fQ";

    var a1, a2;
    var imageAspect = _size[1] / _size[0];
    if (window.innerHeight / window.innerWidth < imageAspect) {
        a1 = 1;
        a2 = window.innerHeight / window.innerWidth / imageAspect;
    } else {
        a1 = window.innerWidth / window.innerHeight * imageAspect;
        a2 = 1;
    }

    var program = new ogl.Program(gl, {
        vertex,
        fragment,
        uniforms: {
            uTime: { value: 0 },
            tWater: { value: texture },
            res: {
                value: new ogl.Vec4(window.innerWidth, window.innerHeight, a1, a2)
            },
            img: { value: new ogl.Vec2(_size[1], _size[0]) },
            // Note that the uniform is applied without using an object and value property
            // This is because the class alternates this texture between two render targets
            // and updates the value property after each render.
            tFlow: flowmap.uniform
        }
    });
    var mesh = new ogl.Mesh(gl, { geometry, program });

    window.addEventListener("resize", resize, false);
    resize();

    // Create handlers to get mouse position and velocity
    var isTouchCapable = "ontouchstart" in window;
    if (isTouchCapable) {
        window.addEventListener("touchstart", updateMouse, false);
        window.addEventListener("touchmove", updateMouse, { passive: false });
    } else {
        window.addEventListener("mousemove", updateMouse, false);
    }
    var lastTime;
    var lastMouse = new ogl.Vec2();
    function updateMouse(e) {
        e.preventDefault();
    
        if (e.changedTouches && e.changedTouches.length) {
            e.x = e.changedTouches[0].pageX;
            e.y = e.changedTouches[0].pageY;
        }
        if (e.x === undefined) {
            e.x = e.pageX;
            e.y = e.pageY;
        }
        // Get mouse value in 0 to 1 range, with y flipped
        mouse.set(e.x / gl.renderer.width, 1.0 - e.y / gl.renderer.height);
        // Calculate velocity
        if (!lastTime) {
            // First frame
            lastTime = performance.now();
            lastMouse.set(e.x, e.y);
        }

        var deltaX = e.x - lastMouse.x;
        var deltaY = e.y - lastMouse.y;

        lastMouse.set(e.x, e.y);

        var time = performance.now();

        // Avoid dividing by 0
        var delta = Math.max(10.4, time - lastTime);
        lastTime = time;
        velocity.x = deltaX / delta;
        velocity.y = deltaY / delta;
        // Flag update to prevent hanging velocity values when not moving
        velocity.needsUpdate = true;
    }
    requestAnimationFrame(update);
    function update(t) {
        requestAnimationFrame(update);
        // Reset velocity when mouse not moving
        if (!velocity.needsUpdate) {
            mouse.set(-1);
            velocity.set(0);
        }
        velocity.needsUpdate = false;
        // Update flowmap inputs
        flowmap.aspect = aspect;
        flowmap.mouse.copy(mouse);
        // Ease velocity input, slower when fading out
        flowmap.velocity.lerp(velocity, velocity.len ? 0.15 : 0.1);
        flowmap.update();
        program.uniforms.uTime.value = t * 0.01;
        renderer.render({ scene: mesh });
    }
}

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